Two materials on one infinite run — porcelain chalk desk with graphite wells, or night-iron plate with brushed grain.
Hexsweeper Collection
Copy-ready HTML for CodePen or local paste. Production themes, lab skins, and the Hexsweeper 3D sphere each get a self-contained one-pager — use Open to play, Copy HTML here on the desk (not on the playable page). Light and Dark share one infinite file with an in-file toggle. The live multi-theme game stays on the Play link.
Production themes
Magma shaft / hell-mine — dense honeycomb, rising burns, molten digs; drag tilts the pit instead of panning it.
Specimen slide; irregular verdigris faces and hyphal mat.
A raft of wet stone floating on open sea — the waterline cuts across the board, and the rows below it ripple and reflect.
Minesweeper on slate — dig toward an offscreen exit while a glacial rift seeps toward your digs.
Lab skins
Original soft raised honeycomb — the control sample.
Ambient dust field; cells burst seed particles on reveal.
Frostpane tokens + cursor-following glass lens with radial distortion.
Lab copy of ring-depth + pointer parallax. Production Fire mode lives in play.html.
Finish tokens from materials/brass — warm ceramic-metal desk.
Dark frosted glass: cyan–violet glow, translucent faces, rim light.
Paper-systems cream stock with multi-shadow emboss depth.
Shader-comet palette: void black, ember sparks, meteor streaks.
Hyphal links grow between revealed cells; nutrient particles flow.
Under-board light caustics + hover refraction bulge.
Experiments
Hexsweeper on a closed Goldberg sphere — six neighbors, dig/flag, rotate, themes. Riding on classic Minesweeper.
The sphere is the rescue mechanism, and the rescue is an explosion: drown an armed mine and it detonates underwater, chording every satisfied number it touched. Ordinary flags just wash away.
One continuous stormglass reflection lives beneath the playable hex shell: mirror means covered, matte means cleared, scarlet means flagged.
Nickel bands flow after the shell settles, with liquid highlights inheriting just enough rotational lag to feel dense and physical.
Layered cyan-violet curtains fold, shimmer, and settle with the sphere while preserving every playable count.
A static coarse checker room bends over the sphere, making curvature and reflection direction immediately readable.
Moss, mist, and filtered canopy light move at different depths, turning one continuous old-growth reflection into a quiet parallax field.
Broad champagne and ivory veins travel through polished black stone, kept coarse enough not to impersonate seams.
Sparse fan and step geometry in aged brass moves over piano-black lacquer like a formal night interior.
A concentric stained-glass oculus wraps the shell in jewel-color fragments while its black ribs keep the board legible.
A dusty galactic band and dense star field travel slowly across the mirror, with cleared faces dropping into near-black space.
Nested bronze, champagne, and violet ribbons flex across their long axis, then settle a fraction behind the sphere.
Blue thunderheads and violet charge drift across the mirror with a restrained luminance pulse.
Warm lightning, low clouds, and dark water slide slowly around the sphere like a storm trapped in glass.
A vertical lightning column becomes a hot amber seam through deep plum clouds, breathing without distracting from play.
A high blue sky and bright cloud sea move almost imperceptibly, giving the sphere an airy porcelain character.
Saturated marbling rotates, folds, and advects around the sphere instead of merely sliding beneath it.
Macro oil cells wobble and refract at a glacial pace, turning the shell into warm liquid amber.
Sandbox chrome for the sphere — Restart · Menu · Help dock, hex bloom (Dig/Size/Look/Invert/Flush/Seams), Classic Bg/Shell/Dug axes plus Earth/Moon/Glow packs.
A true dodecahedron becomes a 12-stage campaign: clear one tiled pentagonal panel to unlock its five neighbors.
The menu inhabits an actual seven-face patch of the current sphere: true projection, shared seams, direct controls.
Frozen first pass. The orbit made controls compete with gameplay faces, so this direction is preserved but retired.
The illusion stops being chrome and becomes the game. The concave wall is the board — stand inside the sphere and clear what surrounds you.
Not drawn on top of the sphere — drawn inside it. Seven seats sorted among the board's own faces, so the shell swallows them as it turns. No z-index can do this.
Whole live 3D faces separate along one frozen interlocking seam, opening a clean aperture around the seven controls.
The globe reverses through a long, single-eased turn into a bounded tiled bowl around a calm control aperture.
Rejected for this menu: the faceted spindle obscured the sphere and weakened the controls' reading order. Preserved as reviewed.
Not a fit for this menu, but the six geodesic vanes are preserved as promising menu and motion prior art for other contexts.
Rejected for this menu: the telescoping annuli made the controls read as decoration around a bore. Preserved as reviewed.
Rejected for this menu: the hinged panel became a detached object instead of part of the sphere. Preserved as reviewed.
Paper-moon shells over indigo void, vermillion flags, and brush-weight rings that thicken with danger.
Lacquered amber shells, parchment wells, sealing-wax flags, and an amber survey pulse.
Brushed-slate shell in deep void, coral lighthouse flags, starlight rings, and count-tint wells.
A quick, legible flat-board chase: every wall changes the monkey's shortest path toward the perimeter.
A closed-surface chase with no edge: three explicit portals turn rotation and topology into the puzzle.